After a long time of absence, I've been considering a comeback to the Wesnoth community, though with less charitable intentions this time. Are you guys still making money with the mobile version? That is, are you still paying for animation sets for the troops?

My current employment is coming to an end in the next few days and I've still got my wacom, so... you got any unfinished orcs left?

First off i recommend sketching it out with the pencil tool rather than a brush as it gets less blurry and saves a little bit of cleanup.

The consensus is that the unit running should be viewed from about a 60 degree angle, right now it seems like your animation is viewed a bit more ahead (or behind with NE) of the unit. Like around 30 degrees. Also the vertical angle seems a tad low. It's good to follow certain lines to make it more clear where to move certain bodyparts in a 3d space... like if you look here you see Jetrel using one to line up the direction of moving.

Movement wise of the two i think you got it better done with the NE running one. The other looks a bit more flat lacking volume. They are both pretty blurry/wobbly as is though. Its hard to give more crit until the angles are fixed and its a bit more refined.

Hmm, one thing that might need clearing up... on the original baseframe is the groin tasset stiff or made solely of cloth? As it is so small it doesn't make a big difference knowing but all the little details count into the whole.

Sometimes we must be hurt in order to grow, fail in order to know, lose in order to gain, and sometimes we must have to be broken so we can be whole again...
- Nercy Masayon

Mostly going to echo what sleepwalker said. The angle is the big thing that needs to be fixed, everything else is good enough to go forward with. Unfortunately, as you're no doubt disappointed about - that's a flaw that requires a full redraw.

Ah, worry not sirs, I've been looking to redraw it, and as of now I've got the time once more. My absence hasn't by any means been for disappointment (as I knew for a fact that learning a whole new type of motion would take more than one shot, hence merely sketches of the motion), but due to being busy with other things.

Oh and thanks for the feedback, it'd be hard to pinpoint the repairs without it.

EDIT: There we go. It's rough and the second "jump" needs to be more fluid (an issue which I'll fix of course), but it'll give you the general movement and the new angle. Aside from cleaning it up, does it seem sufficient for colouring?

It's looking better now for sure, though there's still a few more things to bring up:

The scale is not the same as the base sprite, but don't worry it's just a small thing; The torso part should be shortened about ~4 pixels. And the shoulders perhaps widened 2 pixels or so.

His farthest away leg is moving less a distance than the front leg, it should relatively move just as much as the other.

I'd like to see the sword arm be held out a bit more from his body. This advice could be disregarded possibly...

Doing this would make it good to continue with I think. One thing that could improve the animation further would to give more momentum for the leg and arm movement (spending more time in the stretched limbs parts and being faster when actually on the ground) but it's probably good enough as it is now.

Sometimes we must be hurt in order to grow, fail in order to know, lose in order to gain, and sometimes we must have to be broken so we can be whole again...
- Nercy Masayon

I suggest doing like sleepwalker, and using two colors for the initial draft - a bright highlight, and a dark fill. The reason this is good is it's enough to establish 3d-volume; enough to give a sense of the 3d shape. Once you've got that right, the rest is details.

Don't try and whole-hog all the colors at once - I can't, I don't, and it's generally a recipe for a stilted animation that doesn't quite move right.